Tutorial Demo Released!

I've released a tutorial demo to show off some of the mechanics as well as gather some feedback. Right now I'm working on the level demo which should be out by the end of the year. The tutorial demo features roughly 5 minutes of gameplay, which is not enough to show everything at its full potential, but good enough to allow people to get accustomed to the control scheme and learn the basics.

The update has been released to fix a small typo and slighly tweak the enemy stats, as well as provide better explanations here and there.

Feedback is welcome and highly encouraged.

What I'm trying to achieve with this game

I get crazy ideas about uncommon game design pretty often and my goal is to test these ideas in action. In this case, the combat system is simple, but it's not the point of the game. The point lies in long-term resource management since you can't heal or replenish your ammo during the mission. While the demo level is short and the enemy type you meet there is weak, it's important to remember that it won't be like this in the final game. You'll have to learn how your enemies are behaving, what makes them tick, what makes them slip and how you can use the environment to your advantage, not to mention finding ways to get out of the encounter with as few scars as possible -- otherwise you're doomed to run out of ammo or health halfway through the mission.

With proper execution, this approach should be interesting to see in action.